Ok lets talk about the 100lb dire ape in the room.. PF punishes off builds, every class based system does. If the system was class-less then we would see more players growing into their characters instead of planing it out over 10 levels. Threats are designed to face characters with Y capabilities by X level, it's right there in the math. If feats possessed less requirements (maybe 1 or so) you would see more "off builds" you would see more switch-hitters, dabblers, and so on. the system it self demands a specific level of optimization, its the nature of the beast.
gamer-printer wrote:
Dude Happy Birthday! also when is Kaidan coming out? I missed the kick starter
Radiostorm wrote: I have a Sword Saint samurai in PFS, and I'm really disliking the archetype. It feels clumsy to have iajitsu strike as a full-round action. With all the other factors limiting the ability (the AC penalty, the challenge requirement, your weapon needing to be sheathed), it really needs to be a standard action from the get-go. I find the Magius Kensai makes a much better sword saint
while I have never seem someone write up a "how to crack out your AC guides" keep in mind that a LOT of pathfinder is give and take. For example.. the capes of bravado are a good way to go.. but you are giving up cloak of resistance.. and not many items outside of the shoulders shot give resistance bonus (and those that do cost a stupid amount of gold) As a Bard/Ranger your best bet is to go with the Mithral medium armor, Ring of Pro, and Amulet of natural armor.
Ok this is my build.. please feel free to rip it apart... Any advice would be welcome... Toseeoto Kakita
Defense:
AC 31,Touch 22,Flat-footed 22 (+5 dex, +4 Int, +5 armor, +1 luck, +2 def, +4 nat) Hp 100 Fort +12 Ref +15 Will +10 Offence:
Spd 30 Katana (Black Blade +3): +19/+14 Katana Arcane Pool Enchanted (Black Blade +3, Speed) +19/+19/+14 <+9 bab, +6 Str, +3 weapon enchant, +1 wep. focus > Above with Spell Combat/Spellstrike & Power Attack: +17/+14/+15/+9
Damage
Most GMs allow me to do all my attacks two-handed, as there is no action for changing grips, one handed is shown just in case.
Stats:
STR: 23 (+6) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+4) WIS: 10 (+0) CHA: 6 (-2) Base BAB: +9/+4 CMB:+15 CMD:37 Feats/Traits:
Feats Bonus Fighter Furious Focus Bonus Kensai
Advancement
Arcana
Traits
Favored Class
Skills:
Acrobatics +12(+20) Climb 1(+10) Fly 2 (+10) Knowledge (Arcane) +8(+15) Knowledge (dungeoneering) +8(+15) Knowledge (Planes) +8(+15) Perception 12 (+15, +20 with eyes) Spellcraft 8 (+15) Stealth 12 (+20, 25 Armor) Swim: 1 (+10) Class Abilities:
Arcane Pool 7 Infernal Mortification Cantrips Spell Combat Canny Defense (Ex) Spellstrike Black Blade Perfect Strike Fighter Training, Iaijutsu Improved Spell Combat Critical Perfection Fighter Training Superior Reflexes Gear:
7 Pearls of Power (1st level) Jingasa of the Fortunate Soldier Belt +4 Dexterity and Strength Ring of Protection +2 Cloak of Resistance +3 Eyes of the Eagle (+5 to Spot) Headband of Intellect +2 Amulet of Natural Armor +2 Silken Armor +4 of Shadow Katana is a Black Blade +2
Spells Memorized: Level 0 (4) . Arcane Mark . detect magic . mage hand . read magic Level 1 (5/day)
Level 2 (5/day)
Level 3 (4/day)
Level 4 (2/day)
This is back from the Arcanis d20 days but Altherian <or other god of invention> Surprise 1. Large Sack (1sp)
put all in sack, close sack.. throw at target enjoy 1d6 +5d3 for 2 rounds.. for 21gp Or.... Tie Itching Powder (60 gp) a Burst Jar (35gp) ::snicker:::
Joana wrote: the depiction of the Society seems to be getting pettier and more corrupt..... which is why my character is part of the shadow lodge.... not only to hold those in power accountable.. but to bring them down if/when the time comes. to be honest, if I was running a home game I would have given the players a chance to do that all ready.
Cheapy wrote: Holy crap! A paladin who actually respects the code and doesn't try to find ways to weasel around it?! Astounding. it was an amazing moment in the campaign... the player wrote a speech which he read before his character was behead by the head of his Templar order.. What really got to us was when the head of the order thanked him for his sacrifice... we also got to watch the role playing when he faced his god's Valinor (think angel) when he was granted passage to haven. epic ending.....
Funky Badger wrote:
you do have a point, but there are times that the law is manipulated or a villain's social standing makes him impossible to face... For example, I had played a home game some time back where the major villain was 0 level NPC with immense social and political power. We knew he was behind many of the plots we uncovered.. heck he once told us to our face.. but we had no evidence to prove any of it. the campaign ended with 4 heroes, three LG, taking on the rolls of assassins, we broke into his manner and killed him in cold blood. All this after we uncovered his involvement the local, and very brutal, slave trade... again we knew he was guilty but the had no proof (the only witness we had was assassinated by a dimension dooring assassin with a arrow of slaying) the campaign ended with a paladin falling from grace, turning himself in to the law as the rest of us escaping the city.... there are times that the ends clearly justifies the means |